Windwalker
XP: Point value 185, total earned 25, available 15 (as of 2010-10-21)
Attributes: ST 9 [-10], DX 11 [20], IQ 14 [80], HT 10 [0]
Secondary Characteristics: HP 12 [6], Will 14 [0], Per 14 [0], FP 12 [6], Basic Speed 5.5 [5], Basic Move 5
Damage: thr 1d-2 sw 1d-1
Encumbrance: BL 16 (none 16, light 32, medium 48, heavy 96, maximum 160)
Description: 5'6", 135 lbs
Advantages: Ambidexterity [5]; Blessed [10]; Combat Reflexes [15]; Intuition [15]; Magery 3 (Pact: Addiction, -25%) [27]; Medium [10]; Patron: The Lodge, 9- (fairly powerful organization; supplies equipment) [15]; Spirit Empathy [10]
Disadvantages: Addiction: Axon-5 (expensive, hallucinogenic, highly addictive, illegal) [-25]; Duty: The Lodge (almost all the time, extremely hazardous) [-20]; Enemy: Unidentified corporation, 6- (medium-sized group) [-15]; Secret: criminal and former science experiment (imprisonment or exile) [-20]; Wealth: Poor [-15]
Quirks: Fan of old movies, enjoys talking in movie quotes; Dislikes large computers and pervasive electronics; Careful; Distinctive appearance (bright blue hair, scars, and bar-coded tattoos); Enjoys leaving gaffiti on his territory and "on the job".
Skills: Acting-13 [1]; Area Knowledge (Chicago tunnel system)-14 [1]; Chemistry/TL9 (Drug production)-13 [1]; Diplomacy (spirits)-13 [2]; Escape-10 [2]; Fast-Draw (Pistols)-13 [2]; First Aid/TL9-14 [1]; Guns/TL9 (Pistols)-13 [4]; Karate-12 [8]; Lockpicking-14 [2]; Occultism-13 [1]; Pharmacy/TL9 (Synthetic)-13 [2]; Pickpocket-10 [2]; Scrounging-15 [2]; Shadowing-14 [2]; Stealth-13 [8]; Streetwise-14 [2]; Theology (Urban Shamanism)-13 [2]; Urban Survival-14 [2]
Spells: Apportation-15; Blur-15; Body of Air-15; Continual Light-15; Create Air-15; Darkness-15; Lend Energy-15; Light-15; Mind-Reading-15; Mind-Search (VH)-15; Purify Air-15; Recover Energy-15; Sense Danger-15; Sense Emotion-15; Sense Foes-15; Sense Observation-15; Shape Air-15; Shapeshifting (Wolf)-15; Truthsayer-15; Walk on Air-15
Addiction Notes:
A dose of Axon 5 costs about $100 per day to procure - mostly from ingredients, bribes, and costs for
the synthesis procedure. Roll HT-2 when taking a dose; hallucinate for a number of hours equal
to the margin of failure, and roll HT-2 every hour to come out of it.
Combat Notes:
Normally Light encumbrance (-1) with weapons and tactical gear, Medium (-2) with backpack
Dodge 9 (includes +1 from Combat Reflexes; subtract encumbrance from dodge)
Karate Parry: 10, 2 parries per turn (includes +1 from Combat Reflexes; subtract encumbrance from parry)
Note: Retreat benefits both Dodge and Parry at +3.
Pistols: skill 13, 2d+2 pi, Accuracy 2, Range 150/1900, RoF 3, Shots 30+1 (3), Bulk -2 Rcl 2
Karate attack with brass knuckles: skill 12, 1d cr (subtract encumbrance from attack)
Windwalker uses twin FN Herstal Sparrow pistols, chambered for the 7.63x55mm Mauser round.
APEP (Armor Piercing Enhanced Penetrator) rounds: (3), x2 range, x10 cost, LC 1, pi- damage.
Useful combat magic:
Blur: -1 to be hit, no energy cost, 2 second cast, 1 minute. Additional penalties for 1 point of energy per -1.
Body of Air: 3 to cast, no cost to maintain, 5 seconds to cast, 1 minute duration, B262 for Body of Air stats.
Sense Foes: 1 point for a single target
Sense Danger: 2 points
Sense Observation: 2 FP, 1 to maintain per hour - roll spell skill vs. IQ.
Shapeshifting: Wolf: 5 points to cast, 1 to maintain, 1 hour, 3 second cast.
Wolf: ST 10 DX 12 IQ 14 HT 12
Will 14 Per 14 Speed 6 Dodge 9 Move 9
SM 0, 120 lbs
Discriminatory Smell; DR 1; Night Vision 2; Quadruped; Sharp teeth; Temperature Tolerance 1; Wild Animal
Brawling-14; Tracking-14
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